93 lines
1.9 KiB
C++
93 lines
1.9 KiB
C++
#include "Object.h"
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#include "OysterMath.h"
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#include "DllInterfaces\GFXAPI.h"
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using namespace GameLogic;
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using namespace Oyster::Math;
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using namespace Oyster::Graphics::Model;
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using namespace Utility::DynamicMemory;
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Object::Object(void)
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{
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<<<<<<< HEAD
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model = new Oyster::Graphics::Model::Model();
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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model->WorldMatrix *= 0.1f;
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model->WorldMatrix.m44 = 1.0f;
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=======
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model = new Model();
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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/*struct float4
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{
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float x,y,z,w;
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};
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float4 mesh[] =
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{
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{-1.0f,1.0f,0.0f,1.0f},
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{1.0f,1.0f,0.0f,1.0f},
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{1.0f,-1.0f,0.0f,1.0f},
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};
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Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
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desc.ElementSize= sizeof(float4);
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desc.NumElements = 3;
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desc.InitData=mesh;
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desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
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desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
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Oyster::Graphics::Buffer *b = new Oyster::Graphics::Buffer();
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b->Init(desc);
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ModelInfo* modelInfo = new ModelInfo();
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modelInfo->Vertices = *b;
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modelInfo->Indexed = false;
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modelInfo->VertexCount = 3;
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Float4x4 matrix = Float4x4::identity;
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model->World = &matrix;
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model->info = modelInfo;
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model->Visible = true;*/
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>>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1
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}
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Object::~Object(void)
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{
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<<<<<<< HEAD
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=======
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//SAFE_DELETE(model->info);
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Oyster::Graphics::API::DeleteModel(model);
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>>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1
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}
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Model* Object::Render()
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{
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<<<<<<< HEAD
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Oyster::Graphics::API::RenderScene(model,1);
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}
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void Object::Update()
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{
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//dummy implementation that will be overloaded if the other class implements it in a different way
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=======
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//model->info->Vertices.Apply(0);
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this->rigidBody->GetOrientation(model->WorldMatrix);
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return model;
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>>>>>>> 01515a4d2d309cfebf4e3dab3ad68787f93050e1
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}
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Object::OBJECT_TYPE Object::GetType()
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{
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return this->type;
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}
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